Files
gamedev-the-steward/docs/baselines/SIMULATION_GARDEN_01.md
T

2.3 KiB

Simulation Garden 01

Captured: 2026-07-08

Files

  • docs/baselines/simulation_garden_01_debug.png
  • docs/baselines/simulation_garden_01_cinematic.png
  • tools/capture_simulation_garden.gd

Capture Command

Run from the project root with the normal renderer:

$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
& 'C:\Users\Rijad\Downloads\tools\Godot_v4.7-stable_win64.exe\Godot_v4.7-stable_win64_console.exe' --path 'C:\Users\Rijad\Documents\Simulation Game' --script res://tools/capture_simulation_garden.gd

The script warms up main.tscn, verifies that the simulation and active NPC visuals exist, captures the F10 debug presentation, then captures the cinematic presentation with development labels and UI hidden.

Review

The milestone is valid as a runtime integration checkpoint: the same Jajce Terrain3D world is running in main.tscn, NPCs are alive in the terrain-backed village, the selected-NPC reason inspector is fed by real task scoring, and the cinematic/debug toggle produces a shareable view without changing simulation state. A follow-up pass adds small task glyphs above active NPCs, so the cinematic view now preserves task intent after the debug labels are hidden. A camera-staging pass then gives the runtime capture a wider village view and adds authored dirt path strips that make the task loop readable from the first frame. The next presentation pass adds compact silhouette props to the ridge landmark, pantry, guard, study, and rest sites so work locations remain identifiable in cinematic mode.

The frame also makes the next presentation risks plain:

  • the camera still favors verification over composition;
  • placeholder characters, houses, and work props remain useful but visibly prototype-grade;
  • terrain texture variation and path strips read better than the old flat map, but landmarks, water, and foreground silhouettes need stronger first-read staging;
  • task glyphs and work-site props help, but the cinematic view still needs richer water/foreground shapes and stronger authored silhouettes before it becomes a strong public-facing shot.

Use this baseline as the first runtime comparison image before adding more systems or expanding the terrain.